Diablo 2: Lord of Destruction Walkthrough :

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Walkthrough - FAQ

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|__ \_/ | \ |_/ \_/ | |_/ |_ _) | | \ \_| \_ | _|_ \_/ | |
=============
ASCII Art by osrevad
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+--------------------------------------------+
| Game: Diablo II: Lord of Destruction |
| Platform: PC |
| Genre: RPG/Adventure |
| Creator/Developer: Blizzard Entertainment |
| Author of this FAQ: A.K.A |
| E-mail: arminjewell[at]yahoo[dot]com |
| Version of this FAQ: 3.1 |
+--------------------------------------------+
===============================================================================
TABLE OF CONTENTS - SHORT VERSION
===============================================================================
1.0 Copyright Information
2.0 Revision History
3.0 Introduction
4.0 Story
5.0 Walkthrough
6.0 Characters
7.0 Bestiary
8.0 Items Lists
9.0 Magic Prefixes/Suffixes
10.0 Shrines
11.0 Secrets/Tips/Cheats
12.0 Credits
===============================================================================
TABLE OF CONTENTS - LONG VERSION
===============================================================================
1.0 Copyright Information
2.0 Revision History
3.0 Introduction
4.0 Story
5.0 Walkthrough
5.1 Act I - The Sightless Eye
5.1.1 Den of Evil
5.1.2 Sisters' Burial Ground
5.1.3 The Cairn Stones
5.1.4 The Forgotten Tower
5.1.5 Tools of the Trade
5.1.6 Sisters of the Slaughter
5.2 Act II - The Secret of the Vizjerei
5.2.1 Radament's Lair
5.2.2 The Horadric Staff
5.2.3 The Tainted Sun
5.2.4 The Arcane Sanctuary
5.2.5 The Summoner
5.2.6 The Seven Tombs
5.3 Act III - The Infernal Gate
5.3.1 The Golden Bird
5.3.2 Blade of the Old Religion
5.3.3 Khalim's Will
5.3.4 Lam Esen's Tomb
5.3.5 The Blackened Temple
5.3.6 The Guardian
5.4 Act IV - The Harrowing
5.4.1 The Fallen Angel
5.4.2 The Hellforge
5.4.3 Terror's End
5.5 Act V - The Expansion Pack
5.5.1 Siege on Harrogath
5.5.2 Rescue on Mount Arreat
5.5.3 Prison of Ice
5.5.4 Betrayal of Harrogath
5.5.5 Rite of Passage
5.5.6 Eve of Destruction
6.0 Characters
6.1 Sorceress
6.1.1 Description
6.1.2 Skill Chart
6.1.3 Skill Information/Tables
6.1.4 Stat/Skill Distributions
6.1.5 Overall Character Ranking
6.2 Barbarian
6.2.1 Description
6.2.2 Skill Chart
6.2.3 Skill Information/Tables
6.2.4 Stat/Skill Distributions
6.2.5 Overall Character Ranking
6.3. Necromancer
6.3.1 Description
6.3.2 Skill Chart
6.3.3 Skill Information/Tables
6.3.4 Stat/Skill Distributions
6.3.5 Overall Character Ranking
6.4 Amazon
6.4.1 Description
6.4.2 Skill Chart
6.4.3 Skill Information/Tables
6.4.4 Stat/Skill Distributions
6.4.5 Overall Character Ranking
6.5 Paladin
6.5.1 Description
6.5.2 Skill Chart
6.5.3 Skill Information/Tables
6.5.4 Stat/Skill Distributions
6.5.5 Overall Character Ranking
6.6 Assassin
6.6.1 Description
6.6.2 Skill Chart
6.6.3 Skill Information/Tables
6.6.4 Stat/Skill Distributions
6.6.5 Overall Character Ranking
6.7. Druid
6.7.1 Description
6.7.2 Skill Chart
6.7.3 Skill Information/Tables
6.7.4 Stat/Skill Distributions
6.7.5 Overall Character Ranking
6.8 Non-Player Characters (NPCs)
6.9 Mercenaries
7.0 Bestiary
7.1 Regular Monsters
7.2 Unique Monsters
8.0 Item Lists
8.1 Weapons
8.1.1 Amazon Weapons
8.1.2 Axes
8.1.3 Bows
8.1.4 Crossbows
8.1.5 Daggers
8.1.6 Javelins
8.1.7 Katars
8.1.8 Maces
8.1.9 Orbs
8.1.10 Polearms
8.1.11 Scepters
8.1.12 Spears
8.1.13 Staves
8.1.14 Swords
8.1.15 Throwing Items
8.1.16 Wands
8.2 Equipment
8.2.1 Armor
8.2.2 Barbarian Helmets
8.2.3 Belts
8.2.4 Boots
8.2.5 Circlets
8.2.6 Gloves
8.2.7 Helmets
8.2.8 Paladin Shields
8.2.9 Pelts
8.2.10 Shields
8.2.11 Shrunken Heads
8.3 Set Items
8.4 Unique Items
8.5 Crafted Items
8.6 Horadric Cube Recipes
9.0 Magic Prefixes/Suffixes
9.1 Charms
9.2 Runes
9.3 Gems
9.3.1 Amethyst
9.3.2 Diamond
9.3.3 Emerald
9.3.4 Ruby
9.3.5 Sapphire
9.3.6 Skull
9.3.7 Topaz
9.4 Magical Items
10.0 Shrines
11.0 Secrets/Tips/Cheats
12.0 Credits
To find a certain section, highlight the number in front of the section and
press CTRL + C, CTRL + F, CTRL + V, and Enter to get to that section.
===============================================================================
< < < 1.0 Copyright Information > > >
===============================================================================
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot be
reprinted in part or in whole, or reproduced in any way or in any form (written
or otherwise). It is a free document that cannot be used in any sort of
commercial transaction, including selling it or giving it away as a gift. This
FAQ cannot be referenced, altered, or used by anybody (including webmasters,
publishers, and magazine staff) without my expressed written permission. This
FAQ was created and is owned by me, Armin Jewell . All copyrights and trademarks are
acknowledged and respected that are
not specifically mentioned herein. This document is copyrighted 2002-2005 by
Armin Jewell.
===============================================================================
< < < 2.0 Revision History > > >
===============================================================================
3.1 – July 26, 2005 – Finished updating characters through the Paladin.
3.0 – July 2, 2005 – Finished updating 1.10 patch through the Necromancer.
2.9 – August 3, 2004 – Finished up the crafted items and I added the unique
items, finally, with the help of others. I also added all of the synergies.
2.8 – July 21, 2004 – That was a long break from this. I’m starting this up
again and I finished up the set thanks to BCD. The rest is coming along
steadily. Now I just need to double check...everything...with the new patch,
which might not even happen, but that would be the last update if I got around
to it.
2.7 - October 19, 2003 - I got the weapons and equipment of section 8 done and
the horadric cube stuff done. I also finished the skill descriptions of the
Paladin. The only things left are to finish up the character stuff, add the
rest of the tables I have, and finish the rest of section 8.
2.6 - October 5, 2003 - Reformatted a little, I changed the headers a little
bit to be more noticeable, and I added in a shorter table of contents. I also
finished section 9.
2.5 - October 1, 2003 - I added a mercenaries table, I got halfway through
section 9, man that was big. More tables coming soon along with section 8.
After section 8,9, and tables will be the finishing of the characters.
2.4 - September 22, 2003 - I just basically worked on it some more, man this
FAQ is the death of me. I did pretty much the rest of the runes and the gems,
now I need to finish the characters and section 8 and 9. I updated the Format
as well. I also added a search engine, as the FAQ is getting quite big.
2.3 - August 6, 2003 - I finished up the Charms section, sorry it takes a
while. I also made a correction or two.
2.2 - July 9, 2003 - Worked some more on items, I finished the bows, crossbows,
and daggers. I also made some corrections with e-mails that I had forgotten.
I have an idea about making a walkthrough for each character, but I am not sure
there is enough difference between each character to write a walkthrough for
each one. I'll think on it.
2.1 - July 2, 2003 - I changed the ASCII art to something much better, thanks
to TwistidSoul.
2.0 - June 24, 2003 - The big 2.0! Well, I'm trying to do as much as I can. I
finished the all of the unique monsters for act V. I also did the elite axes.
1.9 - June 20, 2003 - Finished the unique monsters up to act IV, a pretty small
update.
1.8 - June 19, 2003 - Did the regular expansion monsters along with a little
bit more character work. I also finished with the Act I unique monsters.
1.7 - June 18, 2003 - Did some more character work, created and finished a
section on shrines, as requested by a few for this FAQ. I am working as hard
as I can, so bear with me.
1.6 - June 17, 2003 - Worked more on the characters, put some more
distributions in, some ratings, and that kind of stuff. They are getting done,
slowly but surely. I am definitely back into this FAQ until completion.
1.5 - June 11, 2003 - I worked a lot on the characters. I will finish them
soon, I just haven't updated in a VERY long time and I wanted to do that.
1.4 - January 2, 2003 - Wow, it has been a while. Sorry, I've been working on
another FAQ that has many demands, so now that I'm pretty much finished with
that, I can go back to this FAQ. Finished up the Barbarian and Necromancer.
1.3 - October 28, 2002 - Changed part of the copyright, and finished the
barbarian! Sort of. I only did the stats for level 1,5,10,15,20 and I will
fill in the rest later, but you can get the general idea by looking at that. I
will do that for all characters and go back after I finish the rest of the FAQ.
Sorry for the lack of updates, I have lots of school crap.
1.2 - September 6, 2002 - Haven't updated in several weeks, school is starting
and football is here. Anyway, I updated a little in each section. I will
continue with this FAQ for a while.
1.1 - July 27, 2002 - Big update. Worked on the Axes. Worked on Act 2.
Fixed some formats. Finished the sorceress except for all of the different
skill distributions I want to have, but I did do the lightning/ice sorceress,
my favorite. That is what I will do, first complete all characters with my
favorite way of distributing skill points, then I will take e-mails and I will
create my own ideas about other ways. Finished most Regular monsters, except I
want to add more information about each monster. By doing that, I will have to
change the format. The format will be as it is shown in the example. It will
take a while so be patient. Changed the title.
1.0 - July 20, 2002 - Started the FAQ. Created the basic shell.
Completed the introduction and story. Started all areas.
===============================================================================
< < < 3.0 Introduction > > >
===============================================================================
Diablo 2: Lord of Destruction is one of the best expansion packs to one of the
best games for the PC. This is only my second FAQ so I would greatly
appreciate any help or constructive criticism about this FAQ.
Also, contributions to this FAQ are greatly supported and the contributor will
receive full credit for their work. You can e-mail me at
arminjewell[at]yahoo[dot]com. I will accept any questions, praise,
recommendations, or corrections to my FAQ. Any hate mail will be deleted
immediately.
This guide was made to help all readers in any section of the game. I will try
to cover all areas of the game, but if I miss any (which I am bound to do)
please e-mail me and tell me, not move on to another FAQ.
===============================================================================
< < < 4.0 Story > > >
===============================================================================
This is the story taken from the handbook of Diablo 2 - Lord Of Destruction, as
it covers the story of Diablo, Diablo 2 and the expansion pack.
"I once believed.
Others looked up to me for strength, for my faith was a pillar in the house of
the Elders. I once believed in something greater than myself;
I believed that the faithful would be rewarded and the evil would be punished.
I believed the Prophecies of the Final Day to be mere superstitions - and that
even if they had any credence at all, as our ancestors believed, the events
they spoke of would never come to fruition in our time.
I was a fool.
The gods have not revealed their divine plan to me, nor have they blessed me
with their countenance. But I am certain of one terrible fact - At long last,
the prophecies have begun to fulfill themselves.
First, there was Tristram...
Diablo, Lord of Terror, cast his shadow over the quiet hamlet and set his
demonic minions loose across the countryside. A number of valiant heroes rose
up to challenge Diablo's wrath and hunted the demonlord into the bowels of the
earth itself. Only by the grace of the Light did they vanquish Diablo's mortal
host and put an end to his nefarious schemes.
It seemed that the Lord of Terror had been defeated, and my heart took solace
in this affirmation of my faith...but alas, the nightmare was only beginning.
Somehow, Diablo's terrible spirit survived and took root within the very hero
who struck him down. Wearing the guise of the mysterious Wanderer, Diablo set
out to free his brothers, Baal and Mephisto, from their imprisonment in the
East.
Just as before, a new band of heroes arose to put a halt to Diablo's dark
quest. Though the Lord of Terror succeeded in freeing his brothers from
bondage, their reunion would be short-lived. The mortal heroes managed to
vanquish Mephisto and even hunted Diablo into the depths of hell. Only Baal,
the Lord of Destruction, was left unaccounted for.
Once again, it seemed justice had been served. Blind as I was, I clung to the
path of the righteous - believing that perhaps, finally, all was well...that
the nightmare had given way to a dream of peace.
But the plague of evil persists, and I...grow weary.
For now, the nightmare has started once again.
Baal has resurfaced, and behind him marches the vast Army of
Destruction. He has gathered a legion of demons that revel in mayhem and
wanton chaos - and they are headed right towards us...right toward the holy
mountain our ancestors swore to protect. It is obvious Baal comes to assail
Arreat, seeking the Heart of the World. And my faith, once unwavering, is now
shaken to the very core.
The prophecies that spoke of this day have at last come true. Doom has come to
our world.
As I have said, my brothers, I grow weary. I have no doubt that evil exists.
I have seen it with my own eyes; I have seen its cruelty. But it is not cruel
for the gods to give hope, only to dash that hope again and again?
In my youth, I tried as best I could to prepare for such an event. It was, at
one time, the very reason for my existence. But now that the moment is in
hand, I feel old. I fell afraid. I fell that I have lost my strength.
I confess that my faith no longer guides my path. It is with a heavy heart
that I take my leave of you my brothers. I would say that I will pray for you,
but I fear my prayers would fall on deaf ears.
May you someday find the truth, and may truth finally give you freedom.
Yours in sorrow,
Ord Rekar
Elder of Harrogath"
===============================================================================
< < < 5.0 Walkthrough > > >
===============================================================================
This walkthrough is a guide to how you should complete each of the quests,
along with some helpful hints as necessary. I will cover all Acts I-V in
Normal mode; so if you have any questions on the harder modes, feel free to e-
mail me. There are certain things that I won't mention throughout the
walkthrough that you should do. You must always discover all of every level in
the game. Even in the long Act 3. There are a couple reasons. The first is to
gain experience. The second reason doesn't apply if you are reading this FAQ,
because the second reason is to find all the places you need to go in the game.
The third reason is for items/money. You are always looking for magical or
good items. If they aren't of use to you, SELL THEM. BTW, never pick up bolts
or arrows to sell them. Now, without further ado, here we go. *NOTE* - This
contains spoilers so read on at your own risk.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.1 Act I - The Sightless Eye
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In act 1, your "base" is called the Rogue Encampment. The NPCs are covered in
the NPC section. There are mercenaries in this act, but they come later in the
act after you complete a quest from Kashya.
---------------------------
5.1.1 Quest 1: Den of Evil
---------------------------
This quest could not be simpler. For beginners, it is a way to try out the
controls of the game and get a feel for how they work. Talk to Akara to start
the quest. She will have a few words for you.
"There is a place of great evil in the wilderness. Kashya's rogue scouts have
informed me that a cave nearby is filled with shadowy creatures and horrors
from beyond the grave.
I fear that these creatures are massing for an attack against our encampment.
If you are sincere about helping us, find the dark labyrinth and destroy the
foul beasts. May the Great Eye watch over you."
The Den of Evil is located in the Blood Moor just outside of the Rogue
Encampment. Before going into the Den of Evil, I suggest gaining a level or
two in the Blood Moor. After you accomplish that, look around for the Den of
Evil. If there is a bridge, don't worry; it won't go into the next level.
Search throughout the whole level, as it is random, and enter it when you find
it. Whenever your inventory gets full, sell the stuff in town, and the first
thing you should buy is a town portal and identify tomb.
Anyway, once you enter the den, you will get an update from your quest log,
saying that you need to destroy all monsters in the den. Go ahead and do so.
There is one guy that is always there, it is a unique zombie that might pose
some problems, but it should not be too much of a problem. The quest log will
again update you when you have only 5 monsters left and it will count down from
there. Once you destroy all the monsters, the darkness will go away and the
sun will shine through the cave (?) along with a music change. Return to Akara
to get your reward of a rare extra skill point.
----------------------------------------
5.1.2 Quest 2 - Sisters' Burial Grounds
----------------------------------------
This is where it starts to get a little challenging. You will fight your first
mini-boss here, and it is a corrupted rogue named Blood Raven. To start the
mission you talk to Kashya. She has a few words to say.
"My Rogue scouts have reported an abomination in the Monastery graveyard.
Apparently, Andariel is not content on taking only our living. Blood Raven,
one of the finest captains in the battle against Diablo in Tristram, was also
one of the first to be corrupted by Andariel. Now you'll find her in the
Monastery graveyard raising our dead as zombies! We cannot abide this
defilement! If you are truly our ally you will help us destroy her."
Blood Raven is located in the Burial Grounds, which is located off of the Cold
Plains. Make sure you get the waypoint. When you face Blood Raven, you should
be at about level 5 or ideally level 6. When you get to the burial grounds,
find a way through the gates to meet her. To find out information on how to
beat her, see the Bestiary. When she is killed, see Kashya for your reward of
a free mercenary. Here are the stats of the mercenaries in this act. To see a
complete list of the mercenaries from all acts, see the mercenaries section.
Level: 3-10
Cost: 150-490
Damage: 1-3 or 2-4
Life: 30-60
Defense: 15-45
Special Attack: None/Cold Attack/Fire Arrow
Also, even though this isn't part of the quest, you should DEFINITELY explore
the mausoleum and the crypt for good items and experience. There are some tough
monsters and some unique monsters that are random in here, so it isn't a
cakewalk, but easy nonetheless.
---------------------------------
5.1.3 Quest 3 - The Cairn Stones
---------------------------------
Once you beat Blood Raven, talk to Akara to start the longest quest in the
first Act. You should be around levels 7-8. Again, Akara has some things to
say.
"It is clear that we are facing an Evil difficult to comprehend, let alone
combat. There is only one Horadrim Sage, schooled in the most arcane history
and lore, who could help us... his name is Deckard Cain.
You must travel to Tristram. I pray that he still lives."
First what you have to do is find the Tree of Inifuss and get the
Scroll of Inifuss from it. It is located in the Dark Wood, which is past the
Cold Plains, past the Stony Field and through the Underground Passage. Make
note of where there are five pillars in Stony Field, because when you leave and
come back to them they won't be on the map. Whenever you think that the
monsters are killing you easily and you aren't killing them in one hit or two
hits, you should go back and train yourself until you can. When you get close
to the Tree of Inifuss, there will be a unique monster called Treehead
Woodfist, and he is extremely strong and fast. He is a Gargantuan beast.
After you defeat him, click on the tree to get the scroll. Picking it up will
result in an update in your quest log to see Akara. Do so, and she will
translate the scroll into a pattern to use to open a portal to Tristram in the
Stony Field.
Remember I told you to remember where the five pillars where? Now go there and
you will find a unique monster named Rakanishu, who is a unique Carver, who is
lightning enchanted. Once you kill him, touch the stones as said in the scroll
(it is random) to open a portal to Tristram.
There are several things to do here. First and foremost, you must free Deckard
Cain, who is towards the middle of town. He is in a cage, and can be freed by
simply clicking on the cage. He will create a town portal and teleport himself
there. I am not sure if the monsters can kill him, and if anyone knows, e-mail
me and I will give them credit. Once he is gone, you will have many monsters on
your hands. There are two noteworthy things to do here. One is to kill
Griswold, the blacksmith from the original Diablo who is corrupted. He is
super strong but super slow. See the Bestiary if you are having trouble with
him. Also, there is Wirt's body, another character from Diablo who sold you
items at ridiculous prices. If you click on his body, you will get his leg,
and lots of gold, symbolizing what he got from you in Diablo. The leg is also
important to go to a secret level. To find out how, look in the
Secrets/Tips/Cheats section. After you complete looking through Tristram, go
back to town and talk to Akara and Cain. Cain will now identify your items for
free, and Akara will give you a random magical ring.
-----------------------------------
5.1.4 Quest 4: The Forgotten Tower
-----------------------------------
This quest is activated when you read the Moldy Tomb located in Stony Field.
You should be around levels 8-10 to start the quest. It will "say" these
things to you.
"...And so it came to pass that the Countess, who once bathed in the
rejuvenating blood of a hundred virgins, was burned alive. And her castle in
which so many cruel deeds took place fell rapidly to ruin. Rising over the
buried dungeons in that god-forsaken wilderness, a solitary tower, like some
monument to Evil, is all that remains.
The Countess's fortune was believed to be divided among the clergy, although
some say that more remains unfound, still buried alongside the rotting skulls
that bear mute witness to the inhumanity of the human creature."
The Forgotten Tower is in the Black Marsh, past the Dark Wood. It has five
levels for your enjoyment, all of which should be searched thoroughly. On the
fifth level, you will get an update from your quest log saying that you should
kill the Countess. This floor is not random. She is in the topmost part of
the room, and you can only get in from the sides. For information on how to
beat her, see the Bestiary. Once you beat her, you will get a rare or magical
item depending on how many times you hit her, as well as lots of gold. That is
your reward for this quest.
-----------------------------------
5.1.5 Quest 5 - Tools of the Trade
-----------------------------------
This quest is enabled after you complete the Forgotten Tower quest, and you
must talk to Charsi to activate the quest. You should be around level 12-15 to
do this quest. She has a couple things to say.
"When I fled the Monastery, I left behind my Horadric Malus, an enchanted
smithing hammer. If you can retrieve it for me, I will use its magic to
strengthen your equipment."
To get to the place where it has the Horadric Malus, or the Barracks, you must
travel through the Black Marsh to the Tamoe Highlands, through the Outer
Cloister and into the Barracks. You might not see it at first, but if you have
your map up, you will see the symbol of a small hammer if you are in the right
room. You will be in a fairly large room with plenty of guys and the Smith, a
unique monster very similar to Griswold in that he is very slow and very
strong. For information on how to beat him, see the Bestiary. After you beat
him and every one else in the room, look around for the Malus. It will be on a
rack, and clicking on it will free it, enabling you to pick it up. When you do
pick it up, you will get an update from your quest log saying you must give the
hammer to Charsi. Do so.
After you give Charsi the hammer, she will imbue one of your items with magical
powers, or turn it into a rare item. It has to be a normal item, or it has to
be a non-magical, non-socketed, non-thrown, and non- jewelry item. A good
strategy is to wait until you find an item you really like later on in the
game, and come back and imbue it later.
Whatever you choose to do, you must imbue an item to complete the quest.
----------------------------------------
5.1.6 Quest 6: Sisters to the Slaughter
----------------------------------------
Deckard Cain gives this quest to you after you complete the five other acts in
the game. You should be between levels 14-16 when you start the quest. He
also gives you some words of wisdom.
"It is certain we face the demon queen Andariel, who has corrupted the rogue
sisterhood and defiled their ancestral monastery. This does not bode well for
us, my friend.
Ancient Horadric texts record that Andariel and the other lesser evils once
overthrew the three prime evils - Diablo, Mephisto, and Baal - banishing them
from Hell to our world.
Here, they caused mankind untold anguish and suffering before they were finally
bound within the Soulstones.
Andariel's presence here could mean that the forces of Hell are once again
aligned behind Diablo and his brothers. If this is true, then I fear for us
all. You must kill her before the Monastery becomes a permanent outpost of
Hell and the way east forever."
You got a big job to do here. You need to face your first Act-ending boss.
You need to travel through the Barracks, through three levels in the Jail,
through the Inner Cloister, through the Cathedral, and three levels of the
Catacombs to get to Andariel. It is a huge feat. But easily done if you are
trained and have high enough levels. Once you get to the fourth level of the
Catacombs, your quest log will update you saying you need to kill Andariel.
On the fourth level, you will get to a smaller room with double doors on the
left side of your screen. Open that to a big room with many guys, but not
Andariel yet. In that room, open the very fancy double doors at the top of the
room to get to Andariel's chamber. She also has some minion there, and kill
them before she sees you. For information on how to kill Andariel, see the
Bestiary section. Once you defeat her, she will drop some good gems and
magical items. You will get a town portal back, and you have completed the
quest and the
Act!! Congratulations! To get to Act 2, talk to Warriv, and choose to go east
to go into Act 2. Sit back and enjoy the movie.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.2 Act II - The Secret of the Vizjerei
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In Act 2, your base is called Lut Golein. Check the NPCs for information on
the ones in Lut Golein. Again there are 6 quests. Here we go again :).
-------------------------------
5.2.1 Quest 1: Radament's Lair
-------------------------------
Anya gives you this quest as soon as you get into Lut Golein and talk to her.
She has some words of wisdom like all others seem to have. You should be
around Level 16 when you start the quest.
"In the sewers below our city, there lurks a horrid creature that hungers for
human flesh. The creature had killed many, including my son and my husband.
If you destroy it, I will reward you. Please be careful though, that beast has
taken enough from us already. The sewer entrance is through the trap door just
up the street."
There are actually two entrances to the sewers. One is a trap door located in
between Drognan and Griez, and the other is located near the docks. Either way
you go, you will get to the sewers. There are three levels to the sewers. The
first two should be thoroughly searched out to gain experience; hopefully one
level is gained when you do that. When you get to the third level, search
around until you see your quest log update you saying you should kill Radament.
See the Bestiary for information on how to kill him. He will drop a book of
skill, which can be used to gain one skill point. Once you do, talk to Anya,
and she will give you discounts with all of the people in Lut Golein. Also,
right by where you kill Radament, is the Horadric Scroll. Be sure to pick that
up, as it is part of the next quest.
----------------------------------
5.2.2 Quest 2: The Horadric Staff
----------------------------------
Deckard Cain gives you this huge-ass quest that basically is what you are going
to do in Act II. It starts when you get the Horadric Scroll and talk to him.
He has a lot of words for you this time.
"Ahh...The Lost Horadric Scroll! What a fortunate turn of events...
As the last living Horadrim, I alone have the knowledge of its meaning. Now, to
read the Horadric runes it bears...Hmmmm...
The Horadric Mages, after binding Baal within Tal Rasha, magically sealed off
his burial chamber from the mortal realm. Those same mages also crafted
fearsome Horadric Staves and imbued them with the special power to open the
Chamber's hidden door.
After nearly losing one to thievery of a rogue sorcerer, they divided all
staves into two parts-wooden shaft and metal headpiece-hiding them separately
to safeguard them.
The Horadrim foresaw our current plight and designed hiding places to reveal
themselves to worthy heroes like you.
Collect both parts of a Horadric Staff and unite them using a Horadric Cube.
Then, you may enter Tal Rasha's Burial Chamber."
This quest takes a long time. Basically, after you get this quest, your quest
log will tell you where to go to find these things. The three things you need
are the Horadric Cube, Horadric Shaft, and the Viper Amulet. The Horadric Cube
is located in the Halls of the Dead.
You must look in the Dry Hills for the Halls of the Dead. You must look
through all levels of every place before you get there to gain as much
experience as possible for all the places you have to go to.
The Cube is in the third level of the Halls of the Dead. You must fight a
super unique monster (he is always there) who is a Saber Cat. Once you defeat
it, there is a chest with a Horadric Cube in it for your transmuting needs. :)
This is an item that you want in your inventory all the time. Not only does it
transmute items, it expands your inventory by a couple of spaces.
The next item you want to get is the Horadric Shaft. It is located in the Sand
Maggot Lair, which is located in the Far Oasis. These guys are poison shooting
bugs, so be sure you have some resistance to poison. There are again three
levels to this place. In the room with the Horadric Shaft, there is a HUGE bug
called Cold Worm the Devourer. He is immune to cold, so ice sorcs might be in a
little trouble. He is really not that difficult though, as his size is
deceiving. Once it is defeated, collect the Shaft and get out. Remember to
search all the levels.
The last item is located past the Lost City and through the Far Oasis to get to
the Claw Viper Temple. It is the Viper Amulet that you need to find. It is
guarded on the second floor of the Claw Viper Temple by a unique viper called
Fang Skin. Once you defeat him, look for the chest with the Amulet in it.
Also, if you activate the altar, you will complete the third quest. Take the
parts to Deckard Cain, who tells you to transmute the shaft and the amulet to
get the Horadric Staff. But wait, the quest isn't over yet. Later on in the
act, the quest will say it is completed after you put the shaft in the altar to
get to Tal Rasha's Chamber. Then the quest will be completed.
-------------------------------
5.2.3 Quest 3: The Tainted Sun
-------------------------------
This quest activated when you enter the Lost City. This quest kind of overlaps
with the quest before it, so you will complete this quest if you follow the
instructions above. The sky will turn dark and your quest log will tell you to
talk to Drognan. Go ahead and do so.
Go to the Valley of the Snakes and enter the Claw Viper Temple. Go through the
Temple until you get to Level 2. The snakes are definitely not easy, so be
prepared. Once you get to the second floor, search for the Altar. Fang Skin,
a unique snake that is hard to defeat, guards it. Once you defeat it, click on
the Altar to "unlock" the sun. Your reward is the Viper Amulet, a key part of
the Horadric Staff quest. The quest is now complete.
------------------------------------
5.2.4 Quest 4: The Arcane Sanctuary
------------------------------------
You should be at about level 21 when you start this quest. You must talk to
Drognan to start this quest. You must first activate the Seven Tombs quest
from Jerhyn before you can get this quest from Drognan. He has some things to
say.
"I've been researching the old records, trying to find the location of Tal
Rasha's Tomb. Though I haven't found the Tomb itself, I may have a good lead
for you.
The great Vizjerei Summoner, Horazon, built his Arcane Sanctuary somewhere
around here. He was a great spellcaster and kept demons as slaves within the
Sanctuary. He kept a close eye on great events, too - such as the imprisonment
of Baal within Tal Rasha's Tomb.
If you could find Horazon's Sanctuary, I'm sure that it would hold some clue as
to the Tomb's location. Though I doubt Horazon is still alive, you must
proceed with caution. There's no telling what could be waiting inside.
When I spoke of this to Lord Jerhyn, he asked that I send you to him. Perhaps
he knows of a secret entrance or the like."
So go talk to Jerhyn, and he tells you that you can enter the castle. Go ahead
and do so, and travel your way though the Palace Cellar levels and the Harem
levels to get to the portal to the Arcane Sanctuary. These places are chock
full of monsters, so be ready. You must defeat a Unique Sand Raider called
Fire Eye, who is guarding the portal. For information on how to beat him, look
in the Bestiary.
Once you get to the Arcane Sanctuary, make sure you go down and get the
waypoint. From the waypoint, there are four different paths to choose from. I
don't know if the game made it this way (probably not), but every time I do
this quest the exit is in the last place I look. Anyhow, once you do find the
exit or get close, your quest log will light up for Quest 5, that means you are
close. Check the Bestiary for how to beat the Summoner, who guards the place.
Once you defeat him, look at the book to see the true symbol of Tal Rasha's
chamber. If you have started the Seven Tombs quest, the true symbol will
appear in that quest box. If not, make sure you write down the six symbols
that are there after you beat the Summoner. The quest ends after you read the
Journal of Horazon, which tells you the true symbol.
-----------------------------
5.2.5 Quest 5 - The Summoner
-----------------------------
You should start this quest at level 21-22. This quest starts when you get
close to the Summoner, the quest log will tell you. He is a tough opponent,
and I will tell you how to beat him...in the Bestiary of course. The quest
ends when you defeat him.
--------------------------------
5.2.6 Quest 6 - The Seven Tombs
--------------------------------
You can start this quest as soon as you beat Radament in the first quest. You
get it from Jerhyn, and he has some things to say.
"I have heard of your many deeds of skill and bravery. I feel I can trust you
with something I have been hesitant to speak of...
Drognan and I have concluded that the Dark Wanderer who passed through here
recently was Diablo, himself! Drognan believes that Diablo is searching the
desert for the secret tomb where the great Horadrim, Tal Rasha, keep Baal
imprisonated.
You must find Diablo and put an end to the terrible evil that has fallen upon
our city! Drognan is wise and is sure to have some helpful advice for you as
to how Tal Rasha's tomb may be found.
It may take you some time to find The Tomb. May you be ready when you do."
What you need to do is find the Tomb of Tal Rasha and kill the monster waiting
there. You will need to go to the Canyon of the Magi, where you will find
Seven Tombs of Tal Rasha, hence the name of the quest. Six of them are fake,
one of them is real. I suggest you go through all of them anyway, for the
experience.
You will know the true symbol after you complete the fourth quest in this act,
and it will tell you in the quest log for this quest. To get to the Tomb of
Tal Rasha, you will get to the Altar and you must place the Horadric Staff in
it to open a hole into the Tomb of Tal Rasha. Inside waiting for you is the
boss of this act, Duriel. See the Bestiary on how to beat him. Once you beat
him, talk to Tyrael to complete the mission and to create a free town portal.
Talk to Meshif when you are ready to go to Act 3.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.3 Act III - The Infernal Gate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your hometown is now called Kurast. The NPCs in Kurast will again help you out
and I have covered them in the NPC section. There are six quests.
--------------------------------
5.3.1 Quest 1 - The Golden Bird
--------------------------------
This quest, I think, was put in only to make it so there were six quests like
the other acts. It is an easy one. The act starts when you meet the first
unique monster outside of town. Your quest log will activate as well. After
you kill the monster, it will drop a Jade Figurine. You must give that to
Meshif, who will give you the Golden bird. Then give the golden bird to Alkor.
He will take it. Leave him and talk to him again to get the potion of life,
which gives you +20 to your life permanently. That's it. The quest is done,
and it was a cinch to complete.
------------------------------------------
5.3.2 Quest 2 - Blade of the Old Religion
------------------------------------------
This quest should be taken on at level 24-25. It starts after you find the
Pygmy village, which is hidden in the Flayer jungle. It can get confusing, but
look through all of the places anyway to get experience. When you find it, talk
to Hralti. He has some things to say.
"As I told you before, I placed an enchantment upon the dockside in order to
keep the demons at bay. But lately, the enchantment seems to be weakening. If
memory serves me correctly, there is a holy Skatsimi blade that could
revitalize the enchantment. The blade is called
Gidbinn. Find it, and our sanctuary will remain safe here."
When you find the Pygmy Village, you must first kill a Unique Pygmy before you
can release the blade. When you do that, take the Gidbinn back to town and
talk to Ormus, who will give you a random rare magical ring! Sweet! Also, talk
to Asheara, who will make the hiring of her Iron Wolves free. The quest is now
completed.
------------------------------
5.3.3 Quest 3 - Khalim's Will
------------------------------
This is a huge quest, much like the Horadric Staff quest in Act 2. It takes up
much of the Act, and a lot of quests overlap this quest. When you talk to
Deckard Cain he has a lot to say.
"Never forget that your ultimate purpose here in Kurast is to destroy Mephisto.
The ancient Horadrim imprisoned the Lord of Hatred inside the Guardian Tower
that is located within the Temple City of Travincal.
Know this friend-the only way to gain entry to Mephisto's prison is to destroy
the artifact known as the Compelling Orb. Mephisto used this device to control
the Zakarum priests and their followers. The Orb can only be destroyed with an
ancient flail imbued with the spirit of the one incorruptible priest.
Soon after his imprisonment, Mephisto worked his evil corruption on the Zakarum
priesthood. All were turned to his dark ways, save one-Khalim, the Que-Hegan
of the High Council.
Mephsito directed the other Council priests to slay and dismember Khalim and
then to scatter his remains across the Kingdom. The Priest Sankekur succeeded
Khalim as Que-Hegan, eventually becoming the embodiment of Mephisto here on the
mortal plane.
The corrupted High Council fashioned an Orb to control the rest of the
Zakarum faithful and used their powers to hide the lair of their master
from mortals.
Your task is to collect the scattered remains of Khalim-his Heart, his Brain,
and his Eye. Then, using the Horadric Cube, transmute Khalim's flail with his
relics. Once this is accomplished, you must destroy the Compelling Orb with
Khalim's Will to open the way into the corrupt sanctum of Mephisto."
Whew! After all of that mumbo-jumbo, all you need to know is the last
paragraph. Throughout Act 3, you will need to find his heart, brain, eye, and
his flail. The Eye can be found in the Spider Cavern, which is located in the
middle of the Spider Forest, and it is guarded by a Unique Fire Spinner called
Sszark. (See Bestiary for more info) After you defeat him, you can open a
chest with the eye and some other good items.
His Brain can be found in the third level of the Flayer Dungeon, which is
located in the Flayer Jungle. You must defeat a Flayer Shaman called the Witch
Doctor Endugu. (See Bestiary for more info) Once you defeat him, the brain is
in a chest with other good items for the taking.
His Heart is located in the Sewers. It isn't guarded by anybody, but the first
level of the sewers is pretty big, and it is in a small area in there. It is
again located in a chest. The only thing is that it is usually guarded on the
outside by a unique or champion monster, and the heart is located in a small
room by them, so it is guarded technically. Once you find it, make sure you
look through all of the sewers' second level as well for lots of experience for
this huge level.
Last but not least is the Flail. It is guarded by the members of the High
Council located in Travincal. Make sure you kill them all; it is part of
another quest. Once you defeat all of them, get their good items and get the
Flail. The Flail should be found after a random council member, so be aware of
that. Now, transmute the eye, heart, brain, and flail into Khalim's Will. The
Compelling Orb is located right by where you fought the High Council, where you
can use Khalim's Will to smash it and open the way to the Durance of Hate
levels.
(Thanks to 2 corrections from JinXuan Tan)
--------------------------------
5.3.4 Quest 4 - Lam Esen's Tomb
--------------------------------
This quest should be started when you are level 26 or so. It starts out when
you talk to Alkor. He quickly tells you what to do.
"It pains me to waste time with you, so I'll get right to the point. There is a
very special book, which you must find for me. It was written long ago by a
sage known as Lam Esen, who studied Skatsimi magic and the effects of the Prime
Evils on the mortal world. The Black Book was lost when the Children of
Zakarum took over this land. Now, you must reclaim it without delay! Its
knowledge may aid us in this dark time ahead."
There are three staircases in Upper Kurast, the Bazaar, and the
Causeway. Go into all of them, but one of them is a ruined temple. Go in
there for sure anyway, and look for the Tomb of Lam Esen. It is guarded by a
unique monster called Battlemaid Sarina, who is a Flesh Hunter. You must
defeat her, as she is guarding book. The book will be resting on a tomb, so
pick it up. Head back to town and give the book to Alkor, and his reward to
you is five attribute points. The quest is now done.
(Thanks to 2 corrections from JinXuan Tan)
-------------------------------------
5.3.5 Quest 5 - The Blackened Temple
-------------------------------------
This quest overlaps with the Khalim's Will quest. You must find the Temple
City of Travincal and kill the High Council there. After that, you must use
Khalim's Will to smash the Compelling Orb. You have to talk to Ormus to get
the quest. He has some things to say.
"You have done well, my friend. Your courage and valor are an inspiration to
us all. But now the time has come to face those responsible for the evil that
has stifled our land. You must destroy the High Council of Zakarum! Long ago,
these elders were charged with the stewardship of Mephisto, the Lord of Hatred,
who was imprisoned within the Guardian Tower. Through the generations, these
pious men slowly fell more and more under the sway of Mephisto's malevolent
power and the Council became an evil mockery of its former glory.
It is Mephisto's Hatred that has corrupted Zakarum and turned its devout
followers into paranoid fanatics. That is why you must travel to the Temple
City of Travincal and slay the Council. Once they are gone, Mephisto's hold
over this land and its people will be broken!"
So go to Travincal and it is in the Northern part of Travincal where the
council hides. Take them out; they are all unique monsters with minions. Good
luck, my advice is to take them on one at a time. They usually drop some good